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Arms and Armor Realism Mod


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#26
Ambaryerno

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Ok, I've run into my first roadblock:



The easiest way I can think of to take care of General Weapon Item #2 is to just rename the "Longsword" folder to Arming Sword. Then change the type for all the objects within to the appropriate entry. Problem is, I can't see a way to do that. Right-clicking and selecting properties gives me: "Please select a resource not a folder."

#27
DSWDalish

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Would love to see some sabres and possibly rapiers some times.

#28
Ambaryerno

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As the environment seems to be built around 14th-15th century Europe I don't intend to add either rapiers or sabres, both of which are later weaponry. Even if the time period fell into that in which the rapier would fit, the USE of the rapier would not: As mentioned previously, it was a civilian and dress sidearm pure and simple, and was never used on a battlefield. Although sabres WERE a martial weapon, they primarily belong to a much later period (c. very late-17th through the early 20th centuries).



The closest this mod will intend to get to the sabre are falchions.

#29
Ambaryerno

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New image:

Posted Image

A new unique model for the Cousland Family Sword, which I'll be making a two-handed longsword under the new mechanics of the mod. This blade will be fullered (flat-shaded here so it stands out better) and have some other unique details (inscriptions and "enamel" designs).

Also I'm needing some help if anyone can provide me links to existing walkthroughs it will be much appreciated:

I see where the different weapon classes (Longsword, Greatsword, etc.) are located in the tool set, however I don't see an option anywhere to actually add new or change the existing folders (initially I need to be able to either add an "Arming Sword" category to transfer the existing longswords to, or be able to change Longsword TO Arming Sword. Eventually this will expand to a couple other new categories).

Modifié par Ambaryerno, 08 novembre 2009 - 07:03 .


#30
Ambaryerno

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Anyone have anything on these folders? I'm really going to need to be able to change these to do what I intend on the mod.

#31
C. Patrick

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Ambaryerno, the mods you're suggesting sound great, but daunting? Have you considered whether character animations exist for the melee additions that you're proposing?

#32
Ambaryerno

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The only animations I can really see as being absolutely necessary right now are for some of the longsword talents, (particularly Half-Sword--which would require all new stance and attack animations--and Mordhau, although that could be as simple as just inverting the sword during a standard attack animation, could maybe be done with a simple scripted model substitution when executed?) however for most of those I'm sure there's stock animations that can work, especially for testing purposes. Otherwise, the 2H longsword could just use the existing 2H attack animation.



As I've said, I may break things up into smaller "packages" initially and add additional changes as I go before the final "full" version. However I need to get around several hurdles before I can do ANYTHING first, most of which centers around my unfamiliarity with the way editing works here....

#33
Ambaryerno

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Another little modeling update:



Posted Image



Longsword variant #2: The Estoc



The Estoc's long, stiff, tapering blade lacked the cutting ability of a traditional longsword, but made it ideal for piercing the gaps in plate and the links in mail. I plan to give this particular longsword piercing damage if possible, otherwise it will receive an additional armor penetration bonus.



Also as a general update: Thanks to some assistance I received on weapon types, I've begun the process of converting the game's longswords into their more appropriate types. Based on the design of the game's longsword models they will separated into two types: Arming Swords (1H, straight-bladed and double-edged) and Falchions (1H, single-edged, curved or machete-type blades). I'm also retaining the Cousland Family Sword as a unique longsword type as previously indicated. I WILL need two create four additional Arming Sword models and three types of Falchion as a result. Look for this:



Posted Image



as the basis for one of the new Arming Sword models.



Incidentally, I'm probably going to need a script that will replace in-game weapons in player inventories and party equipment with the appropriate type due to the changes in resource naming, etc. If anyone can help with that I'd appreciate it.

#34
The_Madpaddy

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Fantastic work plz keep up the good work cant wait to play these,one other thing could you remodel the bows to look like bows and not huge planks of wood with string on them ;).

#35
Ambaryerno

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Ideally, all weapons will get remodeled but I'm starting with these changes to the melee weapons first:



1) New line of Longswords

2) Filling the gaps in the Arming Sword and Falchion line

3) Rescaling all the oversized 1H weapons (which is pretty much all of them)

4) The giant whack-a-mole mallet 2H hammers are going bye bye

5) Add line of 1H hammers

6) Add line of 2H maces



After that's done I'll look at redoing all the remaining models.

#36
Ambaryerno

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Posted Image



Longsword variation #3. This one is based on a historical piece, the sword of Svante Nilsson Sture. It was buried with him, and was found with his body when the grave was opened as part of a renovation of Västerås Cathedral in 1958. It is one of the only swords known to have been recovered from a Swedish grave dating to the Medieval period.

#37
Kendaric Varkellen

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The models look really nice so far, it's definitely a mod I'll keep an eye on.

The weapons I think that are in the most dire need of an overhaul regarding their looks are probably the axes and the maul.

#38
Ambaryerno

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The mauls as they exist are are going away. I hate that RPGs always imply that war hammers were massive blocks of steel on a stick. Expect them to look more like this:



Posted Image



Both 1H and 2H variants.

#39
CerebusAlteri

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claymores were 5 to 6 feet long were extremly well balanced and very versatile. they could be used offensively or defensively. outside of katanas, claymores are considered by weapons experts the best fighting swords ever devised.



dunno if i agree that swords are slower than axes however, granted i have not used a war axe or true fighting axe in my life (i have used swords), but common sense says i got a top heavy weapon that is going to swing fast but on the negative side carry a ton of momentium thru the swings, momentium that you will have to redirect or stop. before you can make another clean swing.



tho one problem i see with making weapons faster cause the default 2h weapon animations are stupidly slow, is having a skill like power of blood that increases your attack speed by a good clip and makes that default animation more life like quick.



most games make 2h axes higher damage than 2h swords but slower and have a higher variance in damage than swords do, tho there seems to be not be weapon damage variance in da.


#40
Ambaryerno

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Cerebus,



I'm still working on how the weapons are going to be balanced. However the big 2H axes ARE going to be the slowest weapons.



Incidentally, "best fighting sword" is purely objective, because different swords are designed for different uses.

#41
adembroski11

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Ambaryerno wrote...

New image:

Posted Image

A new unique model for the Cousland Family Sword, which I'll be making a two-handed longsword under the new mechanics of the mod. This blade will be fullered (flat-shaded here so it stands out better) and have some other unique details (inscriptions and "enamel" designs).

Also I'm needing some help if anyone can provide me links to existing walkthroughs it will be much appreciated:

I see where the different weapon classes (Longsword, Greatsword, etc.) are located in the tool set, however I don't see an option anywhere to actually add new or change the existing folders (initially I need to be able to either add an "Arming Sword" category to transfer the existing longswords to, or be able to change Longsword TO Arming Sword. Eventually this will expand to a couple other new categories).


Out of curiosity, if you're going to turn the Cousland family sword into a two-handed longsword, what good is the Cousland family shield?


I love the concept of the family heirloom weapons for that storyline, but it drives me nuts that eventually I just end up selling them because they're not that great. Is it possible to build a script that will allow equipment to sort of 'level up' with the player?

#42
Ambaryerno

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I was considering having the sword "level," but that's scripting that's a bit beyond me at this stage. Definitely something for the future, though, as it only makes sense that a family heirloom like this being passed down over time might have some work done on it. Maybe have an option to be able to "reforge" the sword with higher level materials as the game progresses. Could be done by having a swordsmith "merchant" in the Party camp. Anyone know if "leveled" weapons like this would be possible? I suppose I could "fake" it by having multiple versions of the sword available for sale, but it would still require some sort of script to prevent you from having more than one at a time, and only be available if you aquired the sword in the first place.

As far as the Cousland shield goes, when planning to make the Family Sword a longsword I was thinking about having a second sword that was one-handed as well, part of a collective "Family Jewels." Maybe have it as an older ancestral blade that was since displaced by the longsword as the family's main sword. I can be recovered from the main chest and "leveled" in the same way.

Actually, I have an idea for that now which would end up looking VERY cool....

Modifié par Ambaryerno, 11 novembre 2009 - 07:21 .


#43
CerebusAlteri

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good to hear it, gonna be a great mod.

#44
adembroski11

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Ambaryerno wrote...

I was considering having the sword "level," but that's scripting that's a bit beyond me at this stage. Definitely something for the future, though, as it only makes sense that a family heirloom like this being passed down over time might have some work done on it. Maybe have an option to be able to "reforge" the sword with higher level materials as the game progresses. Could be done by having a swordsmith "merchant" in the Party camp. Anyone know if "leveled" weapons like this would be possible? I suppose I could "fake" it by having multiple versions of the sword available for sale, but it would still require some sort of script to prevent you from having more than one at a time, and only be available if you aquired the sword in the first place.

As far as the Cousland shield goes, when planning to make the Family Sword a longsword I was thinking about having a second sword that was one-handed as well, part of a collective "Family Jewels." Maybe have it as an older ancestral blade that was since displaced by the longsword as the family's main sword. I can be recovered from the main chest and "leveled" in the same way.

Actually, I have an idea for that now which would end up looking VERY cool....


Ahh, good. I love the Sword and Shield style, and that's my preferred background... I'd hate to lose that option and would LOVE to be able to hang onto the family weapons for the entire game.

#45
maikanix

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Vandrine wrote...

Ok so the quick reply function is not working as this is my third attempt to post!

I'd be interested in seeing this simply for the rescaling.  The weapons look stupid.  A greatsword should not be 6 foot with a pommel the size of a grown man's forearm.

Also Ambaryerno, do you think you could put in a bastard sword as a cross class?  So equipped on it's on it's wielded two handed and with a shield or dagger it's done with one hand?


from wikipedia, which I happen to have heard is fairly typical for greatswords:
"The Zweihänder could be up to 180 cm (6 ft) long from the base of the pommel to the tip of the blade, with a 120–150 cm (4–5 ft) blade and 30–45 cm (1–1½ ft) hilt. "

so, greatswords should be 6 feet long, lol. Up to this point games have probubly been less-than accurate.
The question would be, have YOU ever seen a greatsword?
They were enormous weapons, which is why they could, if the wielder was strong enough - I have heard - actually cut you in half.

#46
Ambaryerno

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Enormous, yes, but they were seldom more than ~5-6lbs, so nowhere near the unwieldly monsters RPGs like to make them.

#47
Vandrine

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maikanix wrote...


from wikipedia, which I happen to have heard is fairly typical for greatswords:
"The Zweihänder could be up to 180 cm (6 ft) long from the base of the pommel to the tip of the blade, with a 120–150 cm (4–5 ft) blade and 30–45 cm (1–1½ ft) hilt. "

so, greatswords should be 6 feet long, lol. Up to this point games have probubly been less-than accurate.
The question would be, have YOU ever seen a greatsword?
They were enormous weapons, which is why they could, if the wielder was strong enough - I have heard - actually cut you in half.




Nope, but I have trained with and own a few Katanas.  Considering their size they are quite heavy so I can't even begin to imagine slinging aroud something twice that length and who knows how many times weight.

I'm sure I'm not the only one who thinks the weapons look far too chunky though.  The "dagger" especially.  It's on par with calling yacht a canoe!

On a side note are there any plans to add sheaths to the weapons?  Or at least some sort of harness (a la' the Withcer) instead of swords magically attaching to to character's backs?

#48
Poubo

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sounds like a good mod, just a note on the cousland items, they CAN level up with you if you sell them to a merchant and re-enter the area to buy them again... works with the wardens keep armour and other origin items

#49
Ambaryerno

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Vandrine,



I'd love to do that. Not only that, I'd love to change it so weapons are worn on the BELT rather than across the back (this is a modernism, there's no information or evidence that weapons were EVER worn on the back. For one, unless you're talking about extremely short weapons it would be impossible to draw from a full scabbard because of the arm's range of motion. I've tried it).



As far as sword weights, a lot of modern reproductions are WAY overweight. My practice longsword at home weighs 3lbs. That's it. I just don't like using it one-handed unless I need to because of the length (40" blade). If it had a sharpened edge (mine is blunt for contact drills, though we don't actually spar with steel) it could be even lighter. A true katana shouldn't weigh more than that.



Pubo,



Maybe there's some way that mechanic can be adapted so that instead of selling it and re-buying it it gets outright upgraded.

#50
Vandrine

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Amb,



If you can change it so that weapons are sheathed at the hip I will have to bear your children for you in grattitude. You hit the nail on the head, it's impossible to draw a long blade from your back.



As for the leveling sword, why not add in a simple mechanic like after your character has reached a certain level you're given a quest to find certain materials. When you have it all you go to a Dwarf smith who reforges the blade for you. This can be done a number of times, each quest getting progressively harder and items becoming harder to find. Could actually make it a branching quest so it becomes a red steel blade or a veridian blade etc.